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Author Topic: LOD support?  (Read 1378 times)
starfox1701
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« on: April 16, 2008, 11:11:06 AM »

Ok I'm not sure where to post this so if its in the wrong place I appologise now.  I'm tring to add LODs to a model I'm converting and amflat out failing big time. Sad The Exported SOD wont retain any of the node hierarchy and is causing CTDs. I'm useing MS3D and have tried justabout everything under the sun that I can think of. I remmebered reading the Fleet Ops models have LODs and I was wondering if you guys could tell me how it's done.
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Optec
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« Reply #1 on: April 16, 2008, 06:13:20 PM »

Hm, we do the models in 3dMax and adding a lod node to the hierarchy is all you need to do. I have no experience with milkshape, sorry
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starfox1701
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« Reply #2 on: April 16, 2008, 08:40:30 PM »

THats what I was afraid of. Sad  Is there no on on the team that uses MS3D?
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ColdDarkParanoia
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« Reply #3 on: April 17, 2008, 10:52:35 AM »

I've used Milkshape 3d to add ships successfully to fleet ops so it is possible. umm the main problems i had was rotating my lighting nodes (joints) not the warp glows but the actual forward facing running light. Im not use what you could be doing wrong, unless its the size of the model that often crashes it, for example, the physical length. Tell you what, i'll send you my working model in a .ms3d format so you can have a look at the Hierarchy. Just send me you e-mail address in a pm and ill get back to you.
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starfox1701
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« Reply #4 on: April 18, 2008, 09:44:17 AM »

Thank You very much!
Posted on: April 17, 2008, 11:48:20 AM
Ok while I'm waiting on the file to compare let persue another tac with this. Are ther any know limitations to the SOD file format? By this I mean things like a limit in the number of mesh nodes or hardpoints. Is the max number defined in the file format it's self or are any limits a set by the Exporter?
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Optec
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« Reply #5 on: April 19, 2008, 10:49:54 AM »

nope there is no limit to the nodes format-wise
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starfox1701
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« Reply #6 on: April 19, 2008, 09:30:33 PM »

So any limites would be a function of the exporter.
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Optec
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« Reply #7 on: April 20, 2008, 12:51:30 AM »

yep, think so to. But what i read about the milkshape3d plug in is that it's not that powerful when it comes to hierarchy and node stuff. there are many posts about that in numerous armada2 modding forums. The 3DsMax version is probably the best alternative, but also the most expensive one 
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starfox1701
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« Reply #8 on: April 20, 2008, 06:42:38 AM »

Problem is know one has updated it to work on newer versions.
Posted on: April 20, 2008, 05:51:31 AM
What would it take to update either or both of the exporters?
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ColdDarkParanoia
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« Reply #9 on: April 20, 2008, 12:08:44 PM »

finding some one with good C ++ knowledge.

So have animation included in the exporter would be great. Ive used both max 5 and milkshape, and i find max has such long learning period compared to milkshape. ive created some nice renderings and some animation which ive exported and had working in armada 2, but the time it took to learn both skills was crazy.

ps. i've also sent the message so it should be in your inbox Smiley
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starfox1701
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« Reply #10 on: April 21, 2008, 02:35:54 AM »

I got it and I'm working on getting a coder to take a look. I'll keep you updated.
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ColdDarkParanoia
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« Reply #11 on: April 21, 2008, 02:52:58 PM »

Amazing, that would be great!
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starfox1701
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« Reply #12 on: April 21, 2008, 07:37:37 PM »

Was the file you sent me supose to have LODs in the node tree? I couldn't find any. Sad
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